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Commander Linski
Caldari
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Posted - 2010.07.11 19:27:00 -
[1]
I am training my alt to be a cov ops pilot, and I am hoping to fly the Amarr Purifier.
What skills will i need to train and to what level to be a good cov ops pilot for this ship, excluding weapons?
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Felix Esperium
Lysergic Distortions Research and Development
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Posted - 2010.07.11 19:45:00 -
[2]
you should get the skills that affect the ship and the modules you plan to fit on the ship to 4 or 5.
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Gecko O'Bac
H A V O C Against ALL Authorities
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Posted - 2010.07.11 21:02:00 -
[3]
Originally by: Commander Linski I am training my alt to be a cov ops pilot, and I am hoping to fly the Amarr Purifier.
What skills will i need to train and to what level to be a good cov ops pilot for this ship, excluding weapons?
Weapons are literally the last of your concerns. Most covops don't even fit them. What you will need, to be of any use in a covops, are probing skills AT LEAST at 4 (Astrometrics, Astrometric Pinpointing, Astrometric Acquisition, Astrometric Rangefinding). That's of course on top of everything else (like fitting skills) which should be maxed before getting on expensive ships anyway.
You may also be used as a cyno lighter, especially a cover cyno... That means cynosural field theory at 5.
This is pretty much it... Said that you may want to fit a disruptor/scrambler to your covops and an mwd. The rest is basically meaningless.
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Aion Amarra
Minmatar Real Nice And Laidback Corporation Black Core Alliance
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Posted - 2010.07.11 21:15:00 -
[4]
Originally by: Gecko O'Bac Weapons are literally the last of your concerns.
He said Purifier. That is the -Stealth Bomber-.
The Amarr covops is the Anathema.
Weapons are certainly one of his primary concerns.
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Felix Esperium
Lysergic Distortions Research and Development
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Posted - 2010.07.11 21:16:00 -
[5]
Edited by: Felix Esperium on 11/07/2010 21:17:06
Originally by: Gecko O'Bac
Weapons are literally the last of your concerns. Most covops don't even fit them. What you will need, to be of any use in a covops, are probing skills AT LEAST at 4 (Astrometrics, Astrometric Pinpointing, Astrometric Acquisition, Astrometric Rangefinding). That's of course on top of everything else (like fitting skills) which should be maxed before getting on expensive ships anyway.
You may also be used as a cyno lighter, especially a cover cyno... That means cynosural field theory at 5.
This is pretty much it... Said that you may want to fit a disruptor/scrambler to your covops and an mwd. The rest is basically meaningless.
Notice where he said "purifier"? I would agree with you if we were talking about an anathema.
E: fb
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Commander Linski
Caldari
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Posted - 2010.07.11 21:43:00 -
[6]
Thanks for the info guys,
apart from maxing out the fitting requests, are there any other skills i need?
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Celeste Darklighter
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Posted - 2010.07.11 22:28:00 -
[7]
You will want missile skills as high as possible (WU 4 is really minimum), cloaking 4, covops 5 and skill for bombs in 0.0.
But what you want most of all is a good covops gang or a *really* good idea on how to solo. SBs are not easy ships to use and are quite limited. They are not solomobiles
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FlightGlobal
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Posted - 2010.07.11 22:53:00 -
[8]
HiNi there, first off this is an alt, but I am a scout in a large coalition.
I would say a couple of things regarding your question:
1: TYPE OF SCOUT U must remember that scouts can have specalist roles, not just the old +1/+2/-1/-2 fleet scout- although being a +/- scout (number of jumps ahead/behind of main fleet) is certainly the most common scouting role, u must remember that there are others, and that they may overlap depending on what your up to and what your FC needs. They include: - Tackle. - Cyno/cov ops cyno. - Probing - long range recce. ie sent way ahead, sometimes hours before a fleet is even formed to find targets in hostile territory, including POS locations, ships/fleet locations, and current activity. - Warp in. ie finding a warp in location for the rest of the fleet or long range ships. - safe spot and warp ins on gates at grid distances. - Deapth recce. Sent days ahead of a campaign to establish 'pattern of life' intel. Ie what bases are active, who uses them, what alliances are friendly to the target, what jump bridges are there, what routes are most used/least used, where might jump bridge routes be, what ship types/fits and fleet compositions are used?
While the above may not nessisarily change they way u fit/fly a scouting ship (cov op or whatever else u may fly), it's important to know before u undock as u may want to change ship/fit.
In terms of skills: 1) get in the ship u want to fly (cov op/recon/or even t3). Get it up to level 4. 2) get level at least 4 in all Sub cap navigation skills - u will need these. (come back and do lvl 5 later if u want but it's worth getting 5 in them all). 3) get level 4/5 in the skill that let's u fly cloaked (cov ops?). 4) get scanning skills to level 4 in all related skills (eg astrometrics, astrometric rangefinding, astrometric pinpointing and astrometric triangulation etc). 5) get level 3/4/5 in ewar skills- I don't bother with these, but if u are required to tackle and wait for support to kill your target ewar is what keeps u alive. 6) tackle skills- learn to use a web and a point at lvl 4/5.
Fitting: - I for one don't even bother fitting guns to my cov ops- if u need to use them u are probably already dead. - i do sometimes fit bombs for a giggle tho. - cov ops cloaking device t2- u ain't a proper scout if u can't warp cloaked. - point+ewar mods as required. - cyno as required. - probe launcher as required (but best fitted as a rule unless u need it off for some reason). - overdrives in the lows where possible- that extra cloaked speed will come in usefull.
Most important: Short of actually having a cov op and a cov op cloaking device, the most important skills for a scout can't be bought or trained- that is why I love scouting, coz while there may be a lot of scouts in eve, there are not many good scouts. To be a good scout u need (amount other things) to be:
- a good listener. - Able to communicate intel quickly, concisely and precisly to your fc either using voice comms or typing. - able to predict/understand your fc's intentions, someimes without being told. - able to not draw too much attention to youself. - be able to predict enemy movements. - have excellent knowledge of system layouts and routes. - be able to I'd ship classes visually by size/hull type. - u can't be a km *****. - u have to be selfless and do an often thankless job. - most importantly, u have to be patient.
I am sure u will love it, and practice is the nest way to learn. Feel free to mail me in game if u have more questions. A good place to learn the trade is a corporation/alliance called 'suddenly ninjas' - they fly almost exclusivly in cov op type ships and are always happy to help people, even those not in thier Corp/alliance. GL HF!
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Commander Linski
Caldari
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Posted - 2010.07.12 10:51:00 -
[9]
Thanks very much for the reply Flightglobal, good amout of detail which i needed. 
Regards,
Linski
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Hatsumi Kobayashi
D00M. RED.OverLord
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Posted - 2010.07.12 17:31:00 -
[10]
Originally by: FlightGlobal
2) get level at least 4 in all Sub cap navigation skills - u will need these. (come back and do lvl 5 later if u want but it's worth getting 5 in them all).
I would argue the importance of Warp Drive Operation V, simply because Covert Ops have horrible capacitor and you're really spending a lot of time warping around. Every bit helps, right? _____
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